… It could do with some tweaking though like removing the arming time from the traps, making Frost Trap scale 10x better with power (just to be comparable to Procession of Blades)…
The NV changes; Just make them become an aura around the player when you use the trait and remove the active.
But see these ideas just make them copies of other professions without providing any distinct differences. You asked for DH traps and Rev boon auras.
No thanks. I’d rather have Spirits altered in 3 ways:
- Summoning Spirits is a ranged, ground-target.
- Players cast the Spirit active as a ranged, ground-target which sacrifices the Spirit.
- Nature’s Vengeance increases the passive range instead of the active.
Allows for better placement, the active skill to be in the hands of the player without placing the Spirit in harms way, and NV tweak so Spirits can have more battlefield coverage since mobile spirits returning is just not happening.
I was never a big fan of the spirit zerg, although I did run it during pvp when it was hot. I think their range could be improved, but I find it hard to believe they would just hand out buffs without actual reason. Having their actives become ground targetable would be better than nothing; but I find their actives are rarely used and are so underpowered that they’re really not worth sacrificing. The only reason I sacrifice them is when we’re moving on and to put them into cooldown quicker.
As for Traps, adding 1 non-damaging condition to offensive traps on-trigger baseline would help. Flame Trap blinds (3), Frost Trap slows (3s), Viper’s Nest weakens (4s), and Spike Trap immobilizes (2s).
Increase the base burning of Flame Trap from 2½s -> 3s; Spike Trap’s bleeds from 6¼s -> 8s; the poison field duration on Viper’s Nest from 2s -> 3s; and Trapper’s Expertise to add Resistance (2s) on Healing Spring.
In my opinion, just asking for traps to be buffed is not a solution and doesn’t provide anything to the original issue I put forth. If you’re going to run traps or spirits you’re pretty much always going to run the corresponding trait. If you just buffed them, you’re just furthering the issue. I doubt they would buff spirits and traps just for the sake of it. I provided a trade off that doesn’t make them overpowered and provides reason to and not to take the trait; this makes the traits interesting and provides multiple ways to play with traps/spirits.
Two traits that I feel have no charm are Trapper’s Expertise and Nature’s Vengeance. They are traits that feel as if you’re going to do something, like traps, you’re going to go all the way and run the trait as well. It doesn’t give any play to the trait and makes it feel more of a shoehorn rather than a tactful choice. The whole spirit of the game is supposed to encourage multiple ways to play. Here’s a suggestion for making these two traits special.
Traps
Current.
Trapper’s Expertise — Boons and conditions caused by traps last longer. Traps recharge faster and offensive ones cause cripple.
Trap Base Changes
-Traps deal much lower damage.
-Traps persist much longer.
-Traps have naturally reduced CD.
Trait Changes.
Trapper’s Expertise —- Traps are now ground targetable, grant an additional chance to projectile finishers (^20% chance), but have an increased cooldown (^20% cooldown).
Reasoning.
In order to give play to this trait: you can choose between having quick recharging but slow and low damage; or having slower recharging but tactfully place-able traps that grant a bonus to projectiles. This could allow rangers to toss traps off a ledge and rain projectiles into the field. The actual range a trap could be thrown would be relatively small, like 600? This leads to a health give and take relationship that this trait, and all traits, deserves. I understand that removing the old trait of making traps ground targetable was to standardize traps, but I feel that this would create a unique niche for Ranger traps.
Spirits
Current.
Nature’s Vengeance — Your spirits have increased health and grant a boon to allies around them. Spirit-activated skills affect a larger area.
Spirit Base Changes.
-Spirits naturally pulse boons.
-Spirits naturally have increased health.
-Spirits naturally use their active upon death.
Trait Changes.
Nature’s Vengeance —- Your spirits are now ground targetable and can be placed on any surface, including walls. Your spirits no longer have an active ability.
Reasoning.
You could choose to use the base, boon pulsing, spirits which can’t be ground targeted, but they use their active upon death which could be useful for placing directly on a point; or you could choose to use the trait to tactfully place spirits on ledges or out of harm’s way on pvp maps which could grant their boons longer. Making traits summonable even on walls would give them unique charm and force players to shoot them down; while having the obvious downside of losing their active ability.
(edited by UnitedChaos.8364)
https://forum-en.gw2archive.eu/forum/game/wuv/WvW-and-PvP-Ascended-Armor-Upgrades here is your proof
Im really excited for it but I do feel for everyone that wasted their shards and stuff or flipped their ascended armor stats
Troll items to mess people up.
Such a pain especially since they announced that they would not be adding more legendary armor. I guess this was their way around that.
Do we have confirmation on this? as long as there are no proof or sources that can confirm this info, you’re getting upset on a mere rumor.
From what I know it’s legitimate. The last seven seasons I played just took back all their ascended shards of glory.
I’ve heard that the ardent glorious armor will be upgradable to legendary status on the 8th. And I’m pretty upset about this.
I spent all my ascended shards of glory on just the skin versions and not the actual ascended armor. I have several sets of ascended armor and didn’t need more ascended gear, I just wanted the skins.
Now, in order to acquire legendary armor, I’m going to have to rebuy this armor set all over again. Making everything I just bought pointless. That’s 1200 ascended shards of glory I just wasted. That’s multiple pvp seasons. Had I known that these were becoming legendary or whatnot, I would have spent the little extra on grandmaster marks and buy the actual armor.
It’s like items that could potential be turned into better gear like legendary have a troll version of the item which is just the skin. That the player could buy if they didn’t know or understand it could be upgraded.
Anyone else just get really screwed?
(edited by UnitedChaos.8364)
Did anyone get a glimpse of the new traits, or any youtuber. I can’t seem to find any youtuber who had early access share what they could be.
Inc rangers using longbow and bristleback to use bristle and rapid fire simultaneously.
They tried to sell “Cripple from a far” and I was like really, that’s the most underwhelming thing I’ve ever heard. Especially when it’s poor damage and has an incredibly long cooldown for a single target cripple 15s.
Dagger offhand needs some serious, serious buffs to even make it comparable to other classes. In fact, nearly all ranger offhands are pretty subpar with the exception of torch for condition damage.
I’ve made multiple posts about sword 2 having directional arrows but here’s my suggestions.
-Sword 2 directional arrows.
-Staff 2 rework.
-Spirits ground target able. Extra special if they could stick to surfaces like walls, so they would have to be shot down.
-Traps reworked to be low damage but long lasting (opposite of dh).
-All fall damage traits to be reworked to something skill based like “-75% if dodge roll within 1/4s”.
-All less than x% hp traits reworked as they are never used and contradict most used rune, rune of scholar.
-Axe to make its mind up if it’s power or condi.
-Trap trait to make throwable but blockable/reflectable. Remove all other parts of trait except cd reduction.
I could probably go on a lot longer, lol.
After all the bad designs, no good legendary armor, the new legendary weapons being a joke… story sucking… im really disappointed… if i dont see any good changes on the next expansion i think after almost 5 years im out of here.. sorry Arena Net. But you need to make it good…
Yep, what a failure it was, only kept you playing for mere 5 years.
These players always make me laugh. The game has its highs and lows. Hot set a great foundation. I’m looking forward to the future of gw, and will continue not to let pessimistic players bring the community down.
A legendary anything should have a difficulty component whether that be raids, jp, or straight money.
Considering ascended gear is essentially free (laurels, fractal drops, daily chest drops), people need to get over it.
If it’s too easy people complain.
Too hard; people complain.
It was a straightforward puzzle. Even blindly throwing shards would have reached one of the two solutions in about 20 throws.
Knowing that every xpac would be the killing of a dragin would have been so boring. Flipping a story on its head keeps it interesting and keeps the speculation alive.
Imagine if every book you read told you who killed who in the introduction and the rest of the book was just you flipping pages to confirm what you’ve read. What a chore.
You have to applaud a change in direction. It shows that they said “You know what, this isn’t working. What if we…”
Most people’s problem is they spend countless hours in a game like Wow and starting a game like gw can feel like losing all that invested time. Same reason why it’s hard to leave gw, I’ve invested countless hours have multiple legendaries, etc. But I’m still having fun in pvp etc, so I’m enjoying the game. If your already feeling the pull away and you haven’t gotten started, maybe stay with your wow. I’ll just state the obvious that gw is a far superior game in pretty much every aspect.
Wait. You’re crafting ascended gear?
I’ve gotten a full zerk, magi, celestial, and vipers without crafting anything. Chests are way to common drop in fractals and wvw daily chests to be spending monies on crafting.
Close to what I recommended.
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestion-A-Long-BLT-Co-Revitalization/first#post6642736
I’m not saying I called this.
But I called this.
The new expansion would blow me away if.
1. Two elite specs per class.
One per every couple years just feels slow expansion. One is expected. Two would be extraordinary.
2. Completion of missing stat sets.
Several stat sets are missing pieces like the amulet or backpiece.
3. Completion of non-500 crafting.
Obvious
4. Challenging, extensive story.
The base game is completable wearung no armor and basically solo. HoT was more difficult, but totally completable without dying and with 1 friend or solo. Now that the power creep is at full swing. HoT can easily be done solo.
(edited by UnitedChaos.8364)
Just play pvp? You get to do something fun and you get them for playing (chests) win or lose.
I was actually hoping we could sell or salvage these since I have no need as a pvper.
A small bug, but nevertheless.
When you use Druid’s Ancestral Grace (Staff 3) you’re supposed to turn ethereal and turn into a wisp while you move. Some armor does not disappear when you use this skill.
The Ascension does not disappear – you end up looking like the snitch from Harry Potter.
Ardent Glorious Armor does not disappear – your body does but your armor floats like an empty suit of armor.
I’m sure there are more.
I was just thinking about daily AP points the other day. According to gw2efficiency, I need another ~500 days of daily login to max the 15000 ap. I’ve played since beta, maybe not every single day, but very frequently. My friends basically maxed or nearly maxed once they did away with monthlies and standardized the system. And holy crap that’s a long time.
I’m enjoying ranked a lot. ~101 when I played earlier. Yea, you have to win 2:3 games to stay a float but so what, the combat is fun and challenging.
This is why I’m rank 101 and not 150ish I’m assuming. Yay.
Wooden potatoes has some on his patreon
You play from your couch using steam controller and link. There will never be a console port. You’re welcome.
Good advice. I probably won’t get a steam controller for quite some time because I’m very poor.
Anyone else?
It’s actually on sale right now for the summer sale. The link is quite a steal too if you want to play on your couch .
Raids or fractals – conditions (see qtfy.eu)
PvP or WvW – Shout bow (see metabattle).
I agree that it would be totally incompatible comparing between classes. It would just be nice to bring some skills back into play or tone them down. Like I said, I’m not asking for it to be evenly split because things vary etc, but if something is never used it would be a good way of pointing it out. They would have to use their ‘human intuition’ and balance across classes like they already do.
Sounds more like an issue with your computer or your internet. I’m using a GTX 960 and running everything max with about 50-60fps…sooo
I was wondering if there was a way for developers to see the amount of time the player base uses certain traits or utilities?
For example:
Out of all the rangers if “We Heal as One” is used 71% of the time, Troll Unguent is used 24% of the time, and Healing Spring is used only 5% of the time. Wouldn’t that be a clear indicator that Healing Spring needs some love and WHaO could be toned back?
Players will naturally sway to the skill that is more powerful or useful, so it could be a useful indicator of what should the developers look at rather previous patches where something was changed and the whole player base goes “What? Why..?” I’m not saying that everything should be exactly even, but it would totally raise some eyebrows. If the percents were more like 50, 30, 20, that’s much more balanced and players are obviously choosing certain skills for certain situations. Like the fact that 0.00001% of the population uses traits like Predator’s Instinct compared to the other two adept traits because of how awful it is. Maybe the developers just don’t know? This way players wouldn’t have to resort to begging on the forums for some skill balance, and the developers could have hard proof “We buffed Predator’s Instinct because whenever a Ranger uses the Marksman trait line it is only selected 0.1% of the time over the other two traits. We would like to see it used more.”
Thoughts?
Traits that function under 50% health all need reworking as they are contradictory to the runes people run most. (Ex. Scholar ^damage while >90%)
Every class fall trait (Soften the Fall) should all be reworked to something skill based like “66% less fall damage if dodge roll within .5 seconds of falling”
Obvious traits like Predator’s Instinct, Invigorating Bond, and Brutish Seals all need reworking because of how severely underpowered they are.
Pet’s still need a lot of work.
The list can go on.
If the next elite spec was nothing more than:
“Imbue yourself with your pet’s power”
-No longer have a pet companion but deal 20% more damage.
I would totally run that.
I always laugh when I have to admit to chat
“Sorry, I Ranger-ed that up.” when my pet runs in and ruins whatever we’re doing.
No.
Make more serious armor.
Especially for medium armor classes I want chainmail and plated armor.
-snip-
All I can see from the original post is that the OP preferred the original premise of GW2 (as did I) over the current implementation. That doesn’t mean that ANet broke any promises; it just means that they have adapted to the community’s interests & needs.-snip-
Exactly this. You can close this thread. Thanks.
I’m rank ~130. Ranger only. Shoutbow, my sigil and pet choices differ, but solid build.
I’ve done it before, but you have to run in action camera. Normal mouse and keyboard is far, far, far superior to gamepad in guildwars2. If you’re casually playing pve or wvw it will work as intended, but for anything remotely competitive or serious, use your mouse and keyboard.
1. My Left Alt (Back button) is bound to toggling action camera, so you can control the mouse for use in inventory, map, etc.
2. My H (Start button) is bound to hero as is normal.
3. My left track pad is bound to my f skills – due to me playing ranger main.
(edit)4. Double tapping a direction dodges.
(edited by UnitedChaos.8364)
Why is this not a thing, or should I say, why was this removed?
Show just the badge and only for players on your team, please. PvPers work hard for this.
As they said “git good”.
Anything they do there will always be someone complaining. I’m happy to see them try new things.
Ranger was included for laughs. The axe changes changed nothing and and just further illustrate the lack of understanding.
First, what’s the point of any game?
You can play anyway you want. PvE anything goes. WvW anything goes. PvP you could play anything you want, but I’ll be honest if you’re going to play ranked you’re probably going to play the best build. Which there will always be one. There is basically no grind, in my opinion, ascended gear is an incredibly common drop in daily chests and fractals (I’ve gotten 4 full armor sets and salvaged uncountable items). Ascended trinkets are basically free, but even all this is optional. No collection is required. Need I go on?
Play what you want. If just hanging with guides and chatting is what you find fun, fine. If you’re a tryhard competitive player stick your feet in pvp. If you like achievement hunting and short term goals, great go for it.
I already put forth a solution in a different thread.
-Make minions/turrets/pets only attack who the player is attacking. That way the player has to continuously provide input.
-Make minions/turrets/pets not contribute towards a kill. Only things the player directly attacks himself will count.
They already addressed that they wanted each light/medium/heavy to follow a relative similar theme to help make it possible to tell what class you might encounter. i.e. trench coat could be rangers / engineers. So they’re sticking to their guns, although their logic doesn’t hold much water.
Seriously!
Go read my thread about my gem store ideas I posted just the other day.
You mean completely and utterly break the purpose of turrets, which is zone denial and zone control.
Your proposed solution does nothing for the problem other than guts skills without solving the root issues.
Fix the underlying economic issue that required there to be a “Farming Location” and you’ll solve the desire to “AFK Farm”. It’s really that simple.
Break turrets?
You mean make them attack with purpose and focus?
The Lake Doris farm needed nerfing, but was there a better solution?
I propose that any AI follow the player’s target. If the player is not actively attacking a target minions, turrets, and pets do not do anything. They simply await orders.
This would fix AFK turret, necro, or even ranger pet farms because currently the AI attacks whoever attacks the player or wanders to close. If engineers still wanted to farm, they could, but it would require continuous input. This would also provide greater control over the player’s AI like minion petting zoos.
Or perhaps AI will never count as kill contribution which would end AFK AI farming?
It’s basically the Steam/iStore/DriveThruRPG problem, in gem-store form. And they’re not even toting as many items as something huge like Steam does. But yes, the searching/finding method is awful. Some categories could probably be collapsed, and tools included to aid in finding faster.
A poorly designed one. I’m assuming they don’t want a refining system because if they did it would emphasize how small a selection there is.
You posted to a public forum not looking for a reply?
I am not looking for “suggestions”. I would just like to make a comment.
I know anet doesn’t like things like the Engi farm in Lake Doric.However, I wish there was some way to farm t-6 & t-5 mats that could be done when your real-life schedule isn’t conducive for level 70-80 areas. My day consists of 30-45 minutes of game then “step away” for 15-30 minutes. When I was afk from my computer I’d pass by occasionally to re-set turrets.
-snip-
You answered you own topic. ANET doesn’t want to encourage afk farming. It fills player space for people actually playing.
I don’t quite understand, why you rack your brain upon something that’s game seller’s sole task. There are employees at Arenanet who are paid for this. If they cannot come up with something useful and profitable, it’s nothing we, the customer, can do about. It’s not our task. Our task as customer and gamer is to buy stuff and play the game and have fun with playing the game. The shop is already as greedy and evil as it can – it doesn’t need become even more greedy and more evil.
Providing customer feedback is an important way of improving your business. They may have people who manage this but without any input they may see it as fine. Even I would probably throw a fiver at the game every once in a blue moon if it was maintained better.
Im really excited for it but I do feel for everyone that wasted their shards and stuff or flipped their ascended armor stats